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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Prevent issues caused by respawn_west marker being moved
Vanilla commit:
39bcedb4b6
This commit is contained in:
@@ -1,4 +1,4 @@
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//private ["_class","_position","_dir","_group","_oldUnit","_newUnit","_currentWpn","_muzzles","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_display","_createSafePos","_wpnType","_ismelee","_rndx","_rndy"];
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//private ["_class","_position","_dir","_group","_oldUnit","_newUnit","_currentWpn","_muzzles","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_display","_wpnType","_ismelee","_rndx","_rndy"];
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private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup","_idc","_display","_switchUnit","_leader"];
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_class = _this;
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if (gear_done) then {disableUserInput true;disableUserInput true;};
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@@ -74,7 +74,7 @@ _leader = (player == leader _oldGroup);
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//Create New Character
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//[player] joinSilent grpNull;
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_group = createGroup west;
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_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
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_newUnit = _group createUnit [_class,respawn_west_original,[],0,"NONE"];
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_newUnit setDir _dir;
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{_newUnit removeMagazine _x;} count magazines _newUnit;
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removeAllWeapons _newUnit;
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@@ -110,12 +110,10 @@ _switchUnit = {
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setPlayable _newUnit;
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selectPlayer _newUnit;
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//Switch the units
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//_createSafePos = [(getMarkerPos "respawn_west"), 2, 100, 0, 1, 20, 0] call BIS_fnc_findSafePos;
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_createSafePos = getMarkerPos "respawn_west";
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_rndx = floor(random 100);
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_rndy = floor(random 100);
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_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
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if (surfaceIsWater _createSafePos) then {
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_oldUnit setPosATL [(respawn_west_original select 0) + _rndx, (respawn_west_original select 1) + _rndy, 0];
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if (surfaceIsWater respawn_west_original) then {
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//Prevent swimming in ground glitch if respawn is in water
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_newUnit setPosATL [_position select 0,_position select 1,(_position select 2)+.1];
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} else {
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